Ok back to agility based multi attacks lol - this one is killing me from a play testing and balancing perspective. I feel like something in my ROM is maybe messed up about it.

In almost every circumstance with the default configuration, every officer is hitting twice. Doesn't matter if the attackers has ridiculously low AGI like 50 vs 180 - they still to pretty much always just hit twice.

I spent some time experimenting with this one:

2. After that, Agility is modified by a random percentage from a table @ 0x2f2f0. This is achieved by multiplying by a chosen value, then dividing by 256.

But it didnt behave as I expected. If I understand it correctly, the percentages should be increasing your chances of getting an extra attack (e.g. if the random percentage selected is 100%, you will have a greater chance of landing a subsequent attack than if it was 10%).

(By the way I am updating the newer 55xx location in all cases as it instructs not the 2f2xx in the quote)

I changed the entire table to 01 01 01 01 etc - and was surprised to see that every went berserk - hitting 6, 7 even 8 times in a row.

So then I thought ok great - FF across the board should give me the opposite. But still always two attacks. Sometimes more.

Seems like increasing the penalty to 255 or even 180 would pretty much eliminate all extra attacks. But seems to have no effect. Also reduced it to 01 to see if there was an observable difference - none.

I'm on to chapter 5/6 now so enemies are getting more powerful, AP is going up etc and most of the battles are just ridiculously hard - 3 guys are getting wiped out per round.

The kind of configuration I'd like to achieve with this feature is something like

80% chance of single hit15% chance to two hit5% chance of three hit

Anyways - not sure if its something you can assist with - partially I am just posting this to vent cause I've been down with the flu for the past week and trying to poke away at this with I can get up the energy - in a highly irritable state hehe

Edit: here's another example, Bandit Force with an AGI of 4 will currently hit my 200 AGI generals two times, consistently

I noticed in my DOAEditor that the item "Coins 00" had the "extra attack" checkbox selected.

Realized that is probably because I zeroed out those six extries manually in the hex. By the way that was because in current DOAEditor it only lets you mark items as having an additional attack but not remove it. So to take that bonus off an item have to do in the hex.

Guess the game thinks every generals has Coins 00 on them!

Anyways after making that change, everyone in an entire round of equally matched generals hit each other once. I'll play around with the other settings and try to find a good balance

MiDKnighT wrote:Don't worry about that, I think I fixed it. Here's a more comprehensive fix for the mend all / item in battle fix. This is testing more to see if it's an item or a tactic if the id is > 30 (either an item or expanded tactic). Try this:

Hey man - not sure this one worked. Just noticed as I'm play testing that one of my generals was completely wiped out of his inventory over the course of a couple battles. Will carry on with testing and I think I'll have a couple of other bugs to look at, let me know when/if you have a chance to investigate!

Ah, good times. Glad to see you guys are keeping the flame burning in DOAE hacking. I recently experienced a birth of a daughter last year so it has put my DOAE hacking days to rest for the forseeable future. I did get your PM MiDKnighT, just never got to respond. If I recall there were some major technical barriers put inplace by me using James' original mod as a base mod that really messed with the Hero of Chaos Mod down the road. That was sad. Maybe one day someone can pick up that mantle where I left off.

Here is a link to the current, incomplete Hero of Chaos Mod. Many things are messed up, namely that characters are not removed properly with the event codes and also that events don't work like they are supposed to by allowing the player to access to other areas. These bugs are reasonably the biggest reason that I stoped work on this. Again, this is not playable really unless you have the NYONALAO code to get past the barrier in Wu, but even at that, the mod is unfinished after I believe Chapter 5. Either way, if anyone wants to use it as a resource, that is fine with me.

sonic.penguin wrote:Ah, good times. Glad to see you guys are keeping the flame burning in DOAE hacking. I recently experienced a birth of a daughter last year so it has put my DOAE hacking days to rest for the forseeable future. I did get your PM MiDKnighT, just never got to respond. If I recall there were some major technical barriers put inplace by me using James' original mod as a base mod that really messed with the Hero of Chaos Mod down the road. That was sad. Maybe one day someone can pick up that mantle where I left off.

Here is a link to the current, incomplete Hero of Chaos Mod. Many things are messed up, namely that characters are not removed properly with the event codes and also that events don't work like they are supposed to by allowing the player to access to other areas. These bugs are reasonably the biggest reason that I stoped work on this. Again, this is not playable really unless you have the NYONALAO code to get past the barrier in Wu, but even at that, the mod is unfinished after I believe Chapter 5. Either way, if anyone wants to use it as a resource, that is fine with me.

Hehe I'm torn - I never played your Hero of Chaos mod before, just read a little about it on forums and didnt want to inadvertantly steal any storyline or gameplay ideas (e.g. I think I read that you used the guarenteed duel outcome feature to have Guan Yu overcome Yan Liang and Wen Chou).

But if your'e offering up it...maybe I'll take a look hehe. Might finish and release a version of my ROM first and then see what ideas for a 2.0 I might borrow if you don't mind I've been working on my mod for over a year now - can imagine how discouraging it would be if it got bugged up to the point of being unplayable.

Will send you a PM today with a couple savestates - have a few more bugs hoping we can iron out. One is a return to bug I had with my Mend tactic. I think Mend is still ok but the higher level tactics have the same issue (so I think, we fixed the behavior with using tactic ID 3D, but the issue remains for tactics 3E through 44)

I'm also have a problem with two of the Forced Officer Leave events. 10 of them are working fine, but the remaining 2, neither of them seem to work. I'll describe in PM some more details.

Third item - hoping this isn't too difficult, and I'll go over the DOAE source code in the meantime to see if that sheds any light. On the Places tab in DOAE it is possible to change the Weapon shop ID for each location. It seems that if you remove an ID from a Place and it is not present on another Place, it disappears from the list next time DOAE loads. Thats whats seemed to have happened anyway because now in my ROM I am missing Weapon shops 20 and 22 in the Place editor. I can find the hex in the ROM for what controls the items those shop IDs sell - but I can't find where the Place code defines the shop ID. Since DOAE can edit it, that info must have been uncovered at some point.